Riza Hawkeye: Level 81
HP: 600,000 (1,200,000 Seraph Robe) (2,400,000) (3,600,0000 heart and soul) (4,500,000)
Attack: 12,000
5GM Marksman: 1000 (2000) (4000)
Advanced Military Pistol: 1000 (13,000) (17,000) (34,000) (68,000) (204,000) (1,020,000)
Quick-Fire Pistol: 800 (12,800) (16,800) (33,600) (67,200) (201,600) (1,008,000)
Uzi: 800 (12,800) (16,800) (33,600) (67,200) (201,600) (1,008,000)
Mini-gun: 800 (12,800) (16,800) (33,600) (67,200) (201,600) (1,008,000)
Elite Sniper Rifle: 2400 (14,400) (18,400) (36,800) (73,600) (220,800) (1,104,000)
Combat Shotgun:
Mini-gun: 800 (12,800) (16,800) (33,600) (67,200) (201,600) (1,008,000)
Elite Sniper Rifle: 2400 (14,400) (18,400) (36,800) (73,600) (220,800) (1,104,000)
Combat Shotgun:
Quick Silver Bullet: 350 (12,350) (16,350) (32,700) (65,400) (196,200) (981,000)
Scattershot: 1000 (13,000) (17,000) (34,000) (68,000) (204,000) (1,020,000)
Heavy Slug: 1000 (13,000) (17,000) (34,000) (68,000) (204,000) (1,020,000)
MP-Anti-Personel Shotgun: 1000 (13,000) (17,000) (34,000) (68,000) (204,000) (1,020,000)
Defense: 12,000
5M Armor: 80
Roy's Squad Military Uniform: 300 (12,300) (12,380)
Mithril Combat Mesh: 800 (13,180)
Speed: 283
Skill: 345 (395) (+75) (+5)
Move: 7 (8)
Items:
Heavy Slug: 1000 (13,000) (17,000) (34,000) (68,000) (204,000) (1,020,000)
MP-Anti-Personel Shotgun: 1000 (13,000) (17,000) (34,000) (68,000) (204,000) (1,020,000)
Defense: 12,000
5M Armor: 80
Roy's Squad Military Uniform: 300 (12,300) (12,380)
Mithril Combat Mesh: 800 (13,180)
Speed: 283
Skill: 345 (395) (+75) (+5)
Move: 7 (8)
Items:
Centaur Heart
4-Mako Cells
7-Heart Containers: Boost HP by 10%. Easily lost or stolen.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
Roy's Ring: A simple ring made of gold. Means very much to Riza. Doubles the boosts of 'Til Death Do Us Part.
Advanced Military Pistol++: +5 speed. A pure weapon with high base might. This pistol is solidly made and difficult to break. 1-2 (5) range. Base 1000 bullet-type might.
Quick-fire Pistol++: +10 speed. A pistol that is small and designed to be fired extremely quickly. 1-2 (5) range. Base 800 bullet-type might.
Uzi++: A small, handheld machine gun. -20 skill. This weapon will always strike double the amount of normal times, including on counter-attacks. 1-2 (5) range. Base 800 bullet-type might.
Mini-gun++: -15 speed. This weapon cannot counter-attack. However, it will always strike four times when attacking. 1-2 (5) range. Base 800 bullet-type might
Elite Sniper Rifle+Scope++ (Sealed): +40 (+75) skill. This weapon cannot counter-attack. This weapon may not attack at less than 3 range. This weapon may only strike once when attacking. However, this weapon is incredibly strong. 1-3 (6) (9) range. Base 2,400 bullet-type might.
Roy's Ring: A simple ring made of gold. Means very much to Riza. Doubles the boosts of 'Til Death Do Us Part.
Advanced Military Pistol++: +5 speed. A pure weapon with high base might. This pistol is solidly made and difficult to break. 1-2 (5) range. Base 1000 bullet-type might.
Quick-fire Pistol++: +10 speed. A pistol that is small and designed to be fired extremely quickly. 1-2 (5) range. Base 800 bullet-type might.
Uzi++: A small, handheld machine gun. -20 skill. This weapon will always strike double the amount of normal times, including on counter-attacks. 1-2 (5) range. Base 800 bullet-type might.
Mini-gun++: -15 speed. This weapon cannot counter-attack. However, it will always strike four times when attacking. 1-2 (5) range. Base 800 bullet-type might
Elite Sniper Rifle+Scope++ (Sealed): +40 (+75) skill. This weapon cannot counter-attack. This weapon may not attack at less than 3 range. This weapon may only strike once when attacking. However, this weapon is incredibly strong. 1-3 (6) (9) range. Base 2,400 bullet-type might.
Extended Sniper Rifle Barrel: This must be attached to a sniper rifle. If the rifle is lost or stolen, this barrel will be lost as well. Boosts the range of the weapon by 50%. This item ensures the gun can never counter-attack. This item is easily broken.
Sniping Weapon Seal: An Elite Weapon Seal. This may only be used on Bows and Guns. +35 skill.
Combat Shotgun: An incredibly well-rounded combat weapon. It may fire either slugs or scattershot. However, these types of ammunition are always consumable. However, unlike other weapons of this type, this weapon does not add any extra base-might to the bullets it fires. 1-2 (4) range.
6-Scatter Shot: Weaponry much like what the deadly MP shotguns use. +25 hit at 2 range. This shot will deal 50% extra damage at 1 range. Base 1000 bullet type might.
10-Advanced Heavy Slug: This large bullet must be fired from a blunderbuss or combat shotgun. The bullet adds 500 (1000) extra damage to whatever weapon it is being fired from. This bullet has a 50% (65%) chance to flinch an enemy if it strikes them during a vantage hit.
Combat Shotgun: An incredibly well-rounded combat weapon. It may fire either slugs or scattershot. However, these types of ammunition are always consumable. However, unlike other weapons of this type, this weapon does not add any extra base-might to the bullets it fires. 1-2 (4) range.
6-Scatter Shot: Weaponry much like what the deadly MP shotguns use. +25 hit at 2 range. This shot will deal 50% extra damage at 1 range. Base 1000 bullet type might.
10-Advanced Heavy Slug: This large bullet must be fired from a blunderbuss or combat shotgun. The bullet adds 500 (1000) extra damage to whatever weapon it is being fired from. This bullet has a 50% (65%) chance to flinch an enemy if it strikes them during a vantage hit.
12- MP Anti Personelle Shotgun: +50 hit at 2 range. This weapon is extremely devastating, but may only be fired once per turn, and upon firing the weapon is empty and must be replaced. This weapon deals 50% more damage if fired at 1 range. This weapon has a base 1000 bullet type damage.
Roy's Squad Military Uniform: Crafted by the people of Gongmen as thanks for Roy's constant protection, this armor is specifically designed to combat the Homonculi. It grants resistence to claw, bite, and blade type damage, and recieves little to no wear from those types of attacks. However, the uniform is still mostly cloth, and thus susceptible to wear from other damage types. Grants 300 base defense.
Mithril Tactical Mesh: Ultra-lightweight armor, made of the extremely precious material, Mithril. This undergarment offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 defense.
Sniper's Brilliant Bullet: A very precious item. This item is rarely dropped of stolen (5%). This item adds +3 range to any firearm if it is targeting a foe in a straight line.
10-Sakura Flame Soulbloom: May be warn once in a battle. This pink flower is coated in beautiful flame like markings. After being warn, it will wither. However, if warn by someone who cares for Nezuko, and Nezuko is on the map, this object will grant +5 skill for the battle.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Node Gunner Machai's last moments of being tormented and toyed with before his deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune.
Elite Bloodbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to blood-type damage. This ring will also halve the chance for this character to take bleed statuses.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial-type damage.
Dark Stoneplate Ring: This ring grants resistance to dark damage. It is easily lost or stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
Solitary Focus Pearl: This pearl will double the total damage granted by Weapon Skill Levels if the holder is using only one form of weapon and has the specific Mastery ability unlocked. This item is easily dropped but cannot be stolen.
Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
Golden Casing+Bullet Plate
5-Quicksilver bullet: This large bullet must be fired from a blunderbuss or combat shotgun. The bullet adds 350 extra damage to whatever weapon it is being fired from. This bullet will strike wraiths and phased characters. This bullet has a 50% (65%) chance to flinch an enemy if it strikes them during a vantage hit. These bullets may be forged in the hunters dream in exchange for gold and blood.
Boots
Abilities:
Til' Death Do Us Part: This character has married another. When standing adjacent to the character that this character has married, both units will receive a 25% (50%) boost to their total defense, and a +20 (+40) boost to their avoid. Costs: Marriage
Protective Parent: This character is extremely protective of their child. They will attempt to take the hit for them during an enemy phase if the child unit is within 2 spaces of them. This has a 50% chance to succeed, but this character is required to attempt this. This character will counter-attack the foe the maximum number of times, and will have zero avoid when taking the hit. Costs: Child Unit.
Die For Me: Riza Signature Ability. This ability has a 30% (50%) chance to trigger during any regular attack this character initiates against a foe, or on Piercing Shot. This attack will only roll to trigger once. If the ability activates, Riza will attack the foe with every weapon she has in her inventory. If she is too far away for certain weapons to hit, those weapons will not be used. An enemy will only counter-attack after all the weapons have been used. Once this ability activates, this character will not perform any more attacks. The attacks during this ability will allow the abilities Skilled Shot and Headshot to still trigger. Costs: 6 pg
Entrust my back to you (II): Signature ability. Roy has entrusted his back to Riza. She will deal double damage to him if she attacks him. However, if Riza is standing adjacent to Roy, he may use her skill stat rather than his own. Roy will also be immune to "Backstab" if Riza is adjacent to him (even ignoring items and abilities that would normally enforce vulnerability). Roy and Riza will both deal 50% (100%) more damage vs foes when standing side by side. At second tier, both Roy and Riza will gain +15 speed and skill when standing adjacent to one another. Costs: 10 pg
For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg
Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg
Take the Hit (II): Once per enemy phase, this unit may swap places with an ally when they are about the be attacked. This ability has a 75% (95%) chance to activate. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 4 pg
For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg
Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg
Take the Hit (II): Once per enemy phase, this unit may swap places with an ally when they are about the be attacked. This ability has a 75% (95%) chance to activate. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 4 pg
Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 8 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 8 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by Strategist. (3.25x) (5x) Costs: 4 pg
Fire Arm Mastery: This unit has mastered the Fire Arms. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by Strategist. Cost: 4 pg
The Hawk's Eye: This character has unbelievable accuracy. +50 skill. Costs: 2 pg
Skilled Shot: This skill has a 70% (90%) chance to activate. It will add 2 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This ability completely ignores all evasion and dodging abilities. Costs: 4 pg
Rapid Fire Arm Switch: This character may choose to switch the firearm they have equipped even during the enemy phase. They may only do this once, but they may pick their weapon as soon as the enemy attacks them. They do not have to specify their pick. Costs: 2 pg
Piercing Shot: This character fires projectiles powerful enough to puncture straight through foes. This will allow this character to fire its range attacks in a straight line, striking all foes in that line. The number of times this character will be able to attack will be based on the speed of the fastest foe. Each foe will be able to dodge and counter separately. Costs: 4 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg
(2 free pg at 81)
(TBA) Ranged Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg
(TBA) Entrust my back to you: Signature ability. Roy has entrusted his back to Riza. She will deal double damage to him if she attacks him. However, if Riza is standing adjacent to Roy, he may use her skill stat rather than his own. Roy will also be immune to "Backstab" if Riza is adjacent to him (even ignoring items and abilities that would normally enforce vulnerability). Roy and Riza will both deal 50% more damage vs foes when standing side by side. Costs: 5 pg
(TBA) Take the Hit: Once per enemy phase, this unit may swap places with an ally when they are about the be attacked. This ability has a 50% (70%) chance to activate. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 2 pg
(TBA) Unparalleled Skill: This ability is only granted to characters with uncanny precision. They must be GM in at least one weapon skill. When this character initiates the attack, they will take their total skill stat points and compare it to that of the enemy. However many points higher this character's skill is, it will multiply the damage against the foe by that much (%). However, if it attacks a foe that has higher skill than it, every skill stat point that the foe has above this character will debuff the attack of this unit by 1%. This ability maxes out at either tripling the damage of this unit or reducing it to zero. This ability is always active, even when other activatable abilities are used. Costs: 5 pg
(TBA) Headshot: Marksman ability. This character is extremely accurate and can land devestating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will double the damage of normal attacks from any ranged weapon used by the chartacter. Costs: 5 pg
(TBA) Quick Reload: If this character is attacked by a foe that they targeted with an attack on their previous turn, they will add +15 to the speed of their counter-attack. Costs: 3 pg
(TBA) Guerrilla Warfare: This character is adept at dodging projectiles and avoiding incoming fire. If this character is attacked by a ranged weapon it will add 35 to its avoid. This unit will also add 10 to its skill if counter-attacking an enemy using a ranged weapon that is over 1 space away. Costs 3 pg.
(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter-attack. Costs: 7 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
(TBA) Deep Breath: Marksman/Sniper ability. This character may add 40 to its skill if using a ranged weapon if it has gone one turn without attacking. This +40 skill will only apply to the first engagement this character has, it does not last the entire phase. Costs: 4 pg
(TBA) Skilled Shot (II): This skill has a 70% chance to activate. It will add 4 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This ability completely ignores all evasion and dodging abilities. Costs: 8 pg
(TBA) Skilled Shot (III): This skill has a 75% chance to activate. It will add 9 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This damage is improved by damage multipliers and boosts. Costs: 16 pg
(TBA) Skilled Shot (III): This skill has a 75% chance to activate. It will add 9 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This damage is improved by damage multipliers and boosts. Costs: 16 pg
(TBA) Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 8 pg
Character Type: Marksman
Weakness: Severe Blade type weakness. Resists mind control.
Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 128
Skill: 190
Move: 6
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